2022: Video Star

0023_001Been experimenting a bit more with video today. Specifically, I had a play with the PlayStation 4’s app ShareFactory, which allows you to take video clips and screenshots you’ve saved while playing PS4 games, then edit them together with commentary, music, transitions and effects into something that can then be rendered and uploaded (almost) directly to YouTube, Facebook or DailyMotion.

ShareFactory is a decent bit of software, it turns out, and works quite nicely with the DualShock 4 controller. Its interface is initially a little difficult to parse, since it’s largely icon-based and not immediately apparent what all of said icons are actually for, but once you get your head around it it mostly works well.

ShareFactory is no Final Cut, obviously, but then it doesn’t need to be. To make an effective gameplay video, all you need at most is the game footage along with perhaps some still images, some music and some commentary. There’s no real need for multiple tracks of video or anything like that — though I believe ShareFactory  does support picture-in-picture if you have a PlayStation camera — because you’re not making a multi-angle extravaganza of a movie; you’re making a video about a game.

I learned something else while making my ShareFactory project, too; I much prefer making videos that are “pre-scripted” rather than improvised Let’s Play-style videos. This is probably due to the fact that I also prefer watching videos that are pre-scripted rather than improvised Let’s Play-style videos. I grew up on traditional media, remember; I’m not really interested in watching Kids React To Something Pretty Mundane, nor am I interested in listening to someone’s reactions in real time as they play something for the first time. I am, however, interested in seeing video used in the “documentary” style; footage of something relevant, with explanatory commentary over the top. This sort of thing doesn’t have to be dry and boring, either; more importantly, though, it tends to be a lot more concise, with pre-scripted videos more often than not clocking in at considerably lower durations than Let’s Plays.

More to the point, though, it means that I can write something in a “traditional” manner, then just read it out (with feeling!) when it comes to time to record the video. The only real difference is that in the script I found it was a good idea to mark where different video clips/sections should begin. That really helped with editing later, particularly with the way ShareFactory’s workflow goes. I could take a clip at a time, record the commentary, then trim/split the clips down to fit the commentary afterwards. After that it was a simple matter to upload it to YouTube and share it with the world.

What’s that? You want to see it for yourself? Okay then!

2016: What an Achievement

0017_001I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I’m starting to come down on the side of liking them.

The reason for this is simple: after nearly 10 years of them being A Thing in gaming, a lot of developers are getting the hang of how to use them effectively — and the reasons for using them.

There are, in fact, several reasons for the existence of achievements. From a developer perspective, they provide feedback on just how much people are playing games and what they’re doing. This is why so many games have a “started the game” achievement — look at the rarity statistics on PSN and you’ll see that there are a surprising number of people who have booted a game up for long enough to add the trophy list to their profile, but not actually started to play it. I couldn’t even begin to contemplate what the reasons for doing this might be, but it happens; as an example, the wonderful shoot ’em up Astebreed gives you a trophy for completing the interactive prologue sequence — something you have to do before you can even access the game’s main menu — and yet only 91% of players have accomplished this, suggesting either that 9% of players simply turned the game off for some reason or other during the prologue, or were unable to complete it. And I’m not sure that last option is even possible.

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From a player perspective, a well-designed trophy list provides a metagame to layer on top of the existing game structure. They can provide challenges for players to complete and encourage them to explore a game in full rather than simply making a beeline for the credits — and, again, those rarity statistics suggest that relatively few people who pick up any game, regardless of length and quality, make it to the end, which is kind of sad — or suggest new ways to play.

A good example from recent memory that I’m still engaged with is Compile Heart’s PS4 RPG Omega Quintet. I have gone for the Platinum trophy in most of Compile Heart’s games to date (largely the Neptunia games) because I have a keen awareness of how the developers probably use them for statistics, as mentioned above. I see attaining a Platinum trophy — which for those unfamiliar with PSN is the trophy you acquire when you have achieved all of the other trophies in a game — as a mark of support for the developer; a sign that someone out there cared enough about a game to play it to absolute death. (Omega Quintet’s Platinum trophy, incidentally, has a 1.1% rarity rating, which is not altogether surprising as going by my own experiences it’s something of a beast to attain.)

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And in Omega Quintet’s case, that Platinum trophy really is a sign that you have explored everything the game has to offer, because it’s a good trophy list that runs the gamut from “deal 1 million points of damage in a single combination attack” (something that gets significantly easier the further in the game you go) via “complete all the quests” (something which you can miss in a single playthrough if you’re not fastidious about cleaning up quests before advancing the story) and “see the True Ending on Advanced difficulty” (having figured out the conditions to do so, of course — hint: get Aria and Otoha’s affection levels to 4 to guarantee this) to “defeat Double X” (a superboss who sits at the bottom level of the optional Training Facility dungeon and provides one of the stiffest challenges the entire game has to offer)

The interesting thing about Omega Quintet’s trophy list is that by the time I finished my second playthrough (during which I achieved the True Ending on Advanced difficulty) I had only accomplished about 50% of the available trophies. Deciding early on that I wanted to go for the Platinum, I jumped into the post-game (the ability to keep playing the game after you’ve beaten the final boss and seen the end of the story) to explore what these additional challenges might be.

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Nearly 50 hours of gameplay later, I’m still playing, though the end is finally in sight. In those 50 hours, I’ve beaten the 13-floor Training Facility dungeon, pretty much mastered the game’s combat system — the extreme difficulty of the Training Facility encounters, including Double X, demands that you know what you are doing, otherwise you will get your ass kicked, even if you grind all the way up to the level cap of 999 — maxed out the affection values for all my party members, mastered all the weapon proficiencies with Kyouka and have come pretty close with a couple of the others, completed all the sidequests and recovered all the hidden archives. This latter one is particularly interesting, as the archives reveal an absolute ton of story context that isn’t made explicit in the main narrative, largely because it’s not directly relevant to the main cast’s personal stories, but instead provides some interesting background lore and worldbuilding context. You stumble across some of these as you simply explore the main game, but quite a few of them are hidden in post-game content.

In other words, without the trophies to give me a nudge in the direction of this additional content, I might not have gone looking for it. One might argue that the game not necessarily signposting this sort of thing is a problem, but if the trophy system is there — and it’s compulsory to use on both Xbox and PlayStation  — it may as well be used to push people on to explore things further. Combine that with PSN’s “rarity” feature and there’s a really nice sense of… well, achievement when you know that you’re one of the 1.1% who has seen everything Omega Quintet has to offer.

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(Just two more trophies left to go: kill 10,000 enemies and get 1 billion approval rating points. I sense that the challenging DLC dungeons and bosses — including the fearsome Banana Demon pictured above — will be my main means of achieving this!)

2005: Dan’s List of Vita RPGs

0006_001This is one of those posts I write specifically to respond to something someone asked me recently where Twitter or chat messages aren’t a particularly ideal solution to give an answer. In most cases, though, people other than the original person who asked can also get something out of my response, so I post it here.

In this case, my good friend Dan Lipscombe enquired as to whether I could give him any Vita RPG recommendations.

Well, of course I can!

Here goes, then. Some Vita RPGs that are either well-regarded or that I have personally enjoyed. This isn’t an exhaustive list by any means!

Persona 4 Golden

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This is the one everyone recommends, and with good reason; it’s great. Even if you played the original Persona 4 on PlayStation 2, Golden is worth playing due to its amount of additional content and tweaked gameplay.

If you’re unfamiliar with Persona 4, it’s a combination of murder mystery, school life simulator, dungeon crawler and Pokemon. Taking on the role of a transfer student to a school out in the sticks of Japan, you start investigating a spate of strange murders that sees people disappearing then showing up a few days later hung upside down from television aerials. It’s up to you and your school friends to discover the truth behind what is going on, which is far stranger than you might expect.

Persona 4 Golden is an excellent game that has transcended its originally niche appeal to become a truly mainstream title that most people have heard of by now. It’s well worth playing through to completion — though be warned, it is long. Like, 80+ hours long, even if you don’t do much of the optional side content. It’s a journey well worth taking, though, and the lengthy slog makes the characters’ personal journeys all that more meaningful.

Hyperdimension Neptunia Re;Birth
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There are three Hyperdimension Neptunia Re;Birth games on Vita. There’s no real requirement to play them in order, since they’re self-contained stories that don’t really have anything to do with each other, but playing them in order will give you a better understanding of the characters — plus an appreciation for how the series has continually grown, developed and changed for the better over time.

Neptunia’s concept is based on anthropomorphised game consoles going about their business in the land of Gamindustri. The three games’ stories veer off in different directions, but there are usually strong anti-piracy messages involved, along with commentary on not forgetting the past, the futility of fanboyism and general satire of both games industry and anime culture.

The Neptunia games are occasionally clunky, sometimes balanced questionably and not the most technically impressive games you will ever see — but my God, are they ever charming and delightful, not to mention rare examples of comedy and satire in games actually working well.

Hyperdevotion Noire

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A spinoff of the main Neptunia series, Hyperdevotion Noire focuses on PlayStation personification Noire and gives the tsundere princess her own personal story. Unlike the regular Neptunia series, Noire is a strategy RPG a la Fire Emblem and Final Fantasy Tactics. A wide cast of characters, each of whom personify a well-known Japanese game series (such as Final Fantasy, Dragon Quest and Resident Evil) all have unique abilities, strengths and weaknesses, and “gimmicks” in each stage force you to think a lot more strategically than “charge at the enemy and cut them down in order”.

I’m not normally very good at strategy RPGs, but Noire is accessible, fun and enjoyable — plus it continues the series tradition of good humour, charm and satire, and Noire is absolutely a strong enough character to carry her own game.

Demon Gaze

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If you liked old-school dungeon-crawlers on PC — I’m talking stuff like Wizardry, Lands of Lore and Might & Magic — then you might want to give Demon Gaze a shot. Creating your own custom party of adventurers, you venture forth into an array of dungeons to battle terrible demons, capture them and make use of their power.

In between your adventures, there’s a delightful little soap opera going on in the inn that you and your party call your home, with a cast of colourful characters getting up to all manner of mischief. It’s a lovely blend of the narrative-centric approach that more conventional Japanese RPGs tend to take, and the mechanics-centric, challenge-heavy nature of first-person “gridder” dungeon crawlers. It also has absolutely gorgeous artwork, and an unconventional but enormously catchy soundtrack that makes use of Vocaloid voice synthesisers.

Operation Abyss

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I haven’t actually played this one yet, but it’s on my shelf; given that it’s from the same folks who made Demon Gaze, though, it’s a fair bet that it will be similarly good, and the people I know who have played it have enjoyed it a whole lot.

Trails in the Sky

Technically a PSP game, this is downloadable and playable on Vita, and well worth your time. Following the adventures of Estelle and her adoptive brother Joshua as they attempt to become full-fledged “Bracers” — essentially state-supported mercenaries — Trails in the Sky is a sprawling adventure with a beautifully crafted world, some wonderful writing and a fun battle system.

The game blends the sidequest-centric nature of Western RPGs with the more linear storytelling typically found in Japanese RPGs to great effect. The sidequests each have their own little stories and characters to explore, and really help the world to feel truly alive.

Criminal Girls

This one won’t be for everyone due to its relatively explicit sexuality, particularly exploration of sadomasochistic themes. If you can deal with that sort of content, though — along with the fact it’s very obviously a PSP port — Criminal Girls tells a fascinating tale of personal redemption for a colourful cast of characters as they come to terms with traumatic experiences from their past and attempt to move beyond them.

Criminal Girls is noteworthy for its exploration of “trust” through both its narrative and its mechanics — I wrote in more detail on this topic here.

Akiba’s Trip

Not an RPG in the typical sense, Akiba’s Trip is most akin to Sega’s Yakuza series in that it provides an open world that covers a relatively small geographical area — in this case, Tokyo’s Akihabara district — and a ton of things to do, plus a nigh-unparalleled sense of atmosphere thanks to its detailed world.

Thrown into the underworld by your discovery of — and recruitment into — the ranks of the “Synthisters” (essentially synthetic vampires), it’s your job to find out where this scourge has come from and put a stop to it — while simultaneously keeping your little sister happy, taking photos for tourists and attempting to end up in the arms of one of the game’s lovely leading ladies.

Akiba’s Trip has fun brawler-style combat with a huge selection of upgradeable weapons ranging from baseball bats to bus stop signs and computer monitors. Combat involves smacking Synthisters around a bit until they’re in a position where you can grab their clothes and rip them off them, which exposes them to sunlight and, in true vampire tradition, causes them to combust.

Steins;Gate

This isn’t an RPG at all, but if you own a Vita (or PS3… or PC) and haven’t read this extraordinary visual novel, you need to right now. Blending real-world urban myths (such as the legend of John Titor and questions of what CERN are really up to with that big underground particle accelerator) with a creative yet plausible interpretation of how time travel and parallel worlds might work, Steins;Gate follow the adventures of an impressively unreliable narrator as he tries his best to stop something horrible happening to someone he cares about.

Here’s a full review of it.


There are tons more great RPGs and visual novels available on Vita, but I’ve rambled on for over 1,200 words now, so that should be enough to get you started. Hope you enjoy at least some of these!

1965: Some More Words About Vita

I feel like I’ve written this post a number of times before — indeed, I had to search my own blog just to make sure — but I feel it’s time we talked about the PlayStation Vita. Again, because the issues I described last time really haven’t improved a great deal — at least not so far as the press is concerned.

Sony’s handheld is a wonderful platform. It’s arguably the most distinctive of all the currently available platforms — with the possible exception of Nintendo’s 3DS — thanks to its unique library of titles, and it’s very much carved out its own niche.

By virtue of this, however, the platform is, by definition, not ideal for everyone. Despite originally being marketed as the most powerful handheld on the market — and I don’t have the tech specs to hand, but certainly from casual observation I don’t doubt that claim — Vita is not a platform on which you should expect to play a lot of “triple-A” games. And this is what has led some people to regard it as a “failure”; a seeming lack of the big hitter franchises like Call of Duty, Assassin’s Creed and Battlefield on the platform coupled with the apparent lack of support from both triple-A studios and, at times, Sony itself doesn’t paint a particularly rosy picture.

But here’s the thing: it doesn’t matter. It may not be entirely what Vita was originally positioned as, but Vita’s niche serves a passionate market. Several passionate markets, in fact: specifically, the market that enjoys localised Japanese games (or, indeed, those who like to import, since Vita is region-free, unlike the 3DS) and the market that enjoys interesting, creative and/or experimental independently developed Western games. Between those two niches — which have a certain degree of crossover — Vita has an astonishing library of quality games, even without the heavy hitters of the industry.

And who wants to play visually spectacular triple-A games on a tiny screen, anyway? Triple-A isn’t playing to the platform’s strengths at all, which explains why since an initial few attempts — most notably an Uncharted game that apparently wasn’t all that bad but not as good as the PS3 installments, and an absolutely terrible Call of Duty spinoff — triple-A developers are paying the console little to no mind. (Ubisoft is something of an exception to this, though their smaller titles are very much designed with an “indie” philosophy in keeping with the Vita anyhow.)

Vita’s strength is its portability, and its best games are those that cater both to short play sessions and longer marathons. The many, many quality role-playing games that grace the platform are testament to this: although RPGs are typically regarded as somewhat slow-moving, in most cases those that have been designed specifically for Vita have been put together in such a way that you can fire them up for a few battles and still feel like you’ve had a worthwhile experience. The Neptunia games are a good example; their dungeons are short and their battles super-quick, but if you want to sit down with them for a few hours at a time as opposed to a few minutes, there’s plenty of depth to explore there, too.

So what’s my point? Well, mostly bafflement, as expressed by a number of us Vita enthusiasts on Twitter earlier today when we saw yet another article snippet berating the handheld for no particularly good reason. We found ourselves questioning exactly why it’s treated this way, and why it’s still regarded as a “failure” or “dead”. The misinterpretation of Sony’s recent “legacy platform” comments certainly didn’t help, though one can lay at least part of the blame at the feet of the press for that one for poor reporting.

Another possible perspective is to do with what I’ve just talked about: the niches that Vita serves. A while back, Polygon’s Phil Kollar — a supposed JRPG expert and enthusiast — posted a particularly obnoxious article berating Atlus for localising Dungeon Travelers 2, a dungeon-crawling RPG starring a cast of cute girls that has a lineage which can be slightly indirectly traced back to an eroge called To Heart 2. (Read my response here, if you’re bored.) Kollar lambasted the game while clearly having little to no knowledge of it whatsoever and no desire to explore or investigate it, and he’s not the only one to post such a piece. In other words, it’s little surprise that popular perception of Vita suffers when it’s typically ignored in favour of the big-budget PC and console triple-A flavours of the month — except, of course, when something “problematic” rears its head and gets all the “progressive” types in a tizzy.

It’s probably a gross oversimplification to consider that Vita might be suffering at the hands of the press because many of its games don’t fit neatly in with the “progressive” ideology that most mainstream gaming sites are presently trying to peddle — this viewpoint ignores the numerous successful Western indie games, including the more experimental, arty end of the spectrum, for example — but I can’t help but feel there’s a bit of truth in there. To return to Neptunia, for example, we’re talking about a series of games that has grown from very humble beginnings in 2010 into one of the most popular, recognisable, prolific and varied series in the whole Japanese niche gaming market, but is it ever acknowledged by the big sites? Is it bollocks.

Anyway, fortunately, despite the perpetuation of the “Vita has no games, Vita is dying/dead” narrative, the platform is very much alive, well and beloved by those who have taken the time to understand what it’s doing and engage with it. I have a healthy collection of Vita games in both physical and digital format; a somewhat more dedicated friend on Twitter has over a hundred games for his Vita in both physical and digital format, and the new releases out of Japan don’t look like slowing down any time soon.

One thing that’s become increasingly clear to me as the years have passed is that the press is rapidly losing relevance, and the numerous “social commentary” pieces that regularly rear their ugly heads are an attempt to move with the times and evolve. Fair enough, but that’s not what I want to read in most cases; meanwhile, that which I used to get from games magazines and websites — enthusiastic discussion of games I’ve played, and recommendations of games I might like to play — I now get from social media, via personal interactions with the people who actually matter when it comes to this sort of thing: the people who are actually playing them.

As a former member of the games press, it’s a slightly frustrating and disheartening situation to see. But so long as Vita keeps coming out with great games that I want to play — and two new ones arrived just this week (Moe Chronicle and Operation Abyss), so I don’t think that will be a problem — I’ll keep talking about it, and I’m far from the only one who feels this way, thankfully. It’s just a pity it’s so hard to make people outside our circle of enthusiasts listen.

1964: 95 Hours With the Idols

My game clock in Omega Quintet now reads somewhere in the region of 95 hours. I’m now about three-quarters of the way through my New Game Plus run and attempting to get the True Ending, and then there’s a bunch of post-game stuff, too, so that timer’s going to tick well over 100 by the time I’ve finished, I’m sure. This officially makes Omega Quintet certainly the Compile Heart game I’ve spent the longest on, and probably getting on for the overall RPG (Final Fantasy XIV excepted, of course) that I’ve spent the longest on. The previous record holders were Hyperdimension Neptunia Victory from Compile Heart, and I think I took slightly longer than the 100 hours I took for Victory over Xenoblade Chronicles on Wii — and didn’t see anywhere near everything.

Anyway. I don’t want to dwell on how long this game is — I could have been done long ago, since I’ve technically already “cleared” it once and I’m doing all of the optional side quests — but rather on something that I noticed as I was playing today: after nearly 100 hours, I’m still spotting new things about the mechanics and working out ways to leverage them to my advantage.

Compile Heart games are often quite mechanically interesting. The original Hyperdimension Neptunia, for example, featured a combat system in which I spent hours assembling combo attacks that would neatly chain into one another, swap out characters mid-combo and do all sorts of other cool things. The later Neptunia games took a different approach to battle, with freedom of movement, area-of-effect attacks and different types of strike. Hyperdevotion Noire is a solid strategy RPG with easy to understand but tricky to master mechanics involving elemental affinities, range, height and areas of effect. Moe Chronicle — my copy of which arrived today, hooray! — sees you equipping stereotypically moe traits onto a range of monster girls to give them various special abilities. And there are a few I’m still yet to play, too.

One thing that the Neptunia series in particular lacks a bit, though, is customisation. The characters aren’t completely fixed in their abilities — you have some flexibility in the combo attacks you can equip each character with, and it’s possible to customise the special attack combo-finishers they use, too — but so far as their main special abilities go, they’re fixed.

Enter Omega Quintet, then, which offers more customisation than I think I’ve ever seen in a Compile Heart game, with the possible exception of the original Neptunia. And it’s far, far slicker than that game — much as I love it, it was very, very flawed in many places.

The early part of the game sees you assembling the titular Quintet, and various mechanics are locked out until you’ve assembled them all and you’ve read all the tutorials (which are thankfully skippable, so you don’t need to read them again on a second playthrough). When the team is assembled and all the mechanics are in place, the default setup gives each of the five girls a different weapon and a basic few skills that they’ve already learned.

Skills fall into three broad categories: Elemental Skills (or E Skills) are magic-like abilities that either attack with elemental affinities or provide beneficial effects such as healing or buffing. Mic Skills — the weapons are known as “Mics”, because they’re idols, after all — are attacks that are tied to an individual weapon type, so the character must have the appropriate weapon equipped in order to use them. And Special Skills are character-specific attacks that require “Voltage” built up through performing well in combat to be able to pull off.

Of these abilities, only Special Skills are fixed on a per-character basis; everything else is fully customisable. The girls each clearly have a favoured weapon — the one they start with — but there’s nothing stopping you from levelling their proficiency in other weapons, too. In fact, it’s beneficial to do so, since levelling up a weapon proficiency provides you with additional “Disc Analysis” points besides those you already get from increasing the character’s overall level.

Disc Analysis is Omega Quintet’s main progression and customisation system. Each character has a large diamond-shaped grid with lots of nodes on it. Each node represents a new skill, an upgrade to an existing skill or a buff to the character such as additional E Skill slots or increased stat growth when levelling up. Spending the Disc Analysis points acquired through levelling and increasing in proficiency unlocks new abilities and opens up new nodes, since some nodes have prerequisites before you can use them or require you to “approach” them from a particular direction on the grid.

In my first playthrough, I wasn’t terribly careful with how I organised my characters’ development. I kept long-term goals in mind — “I want that ability that’s all the way over there” — and attempted to take the most direct routes across the grid to where I wanted to go, picking up any necessary prerequisites along the way. This mostly worked, but it left each character feeling fairly “generic”, since a lot of them had ended up learning the same or similar skills, and none of them were particularly playing to their strengths.

This second playthrough, I’ve been more focused, since I’m playing on the Advanced difficulty. (It hasn’t been too difficult yet, but that may be something to do with the fact I carried over my weapons and items from my first playthrough, making me a powerhouse in the early game) I’ve been specialising my characters and paying more attention to the “Chain Skill” system, which allows multiple characters to trigger more powerful special attacks if they perform the right skills in the right order using the “Harmonics” (simultaneous turn) system.

Kyouka, for example, has high Vitality — Vitality in this game is your speed stat, for some reason, rather than its more common usage as “ability to take punishment” — which means she usually acts first in a fight. This puts her in an ideal position to be a “buffer”, so I’ve given her all of the stat-boosting spells and, using her four actions per turn, she can increase any four of the party’s Song Power (physical attack), Stamina (physical defense), Knowledge (magical attack), Divinity (magical defense/healing power), Technique (accuracy) or Vitality (speed). Alternatively, she can use her spear skills to attack; she has a couple of useful area-of-effect attacks as well as one which draws enemies closer, helping to negate the damage penalty for attacking something at the “wrong” range for your weapon or ability.

Aria, meanwhile, has high Divinity, putting her in a good position to be a healer. So I’ve given her the healing spells. Her high Divinity also means that she can shrug off magical attacks quite easily — sometimes they even miss her altogether, and she has good resistance to status effects. When she’s not healing, her combat fan skills have some large area-of-effect attacks as well as two skills that steal items from enemies, making her very useful indeed for farming items.

Nene has the highest Knowledge in the party, making her the “mage”. Most of the other characters have fairly woeful Knowledge stats, making their E Skill attacks next to useless for anything other than the status effects or stat penalties most of them come with. Nene, however, probably does more damage with her E Skills than with her gun, so I’ve given her the most powerful, most costly area-of-effect offensive E Skill spells, making her a powerhouse for blowing things up. She’s also very useful for item farming, since her Special Skill comes with a “Rare Steal” effect attached, allowing you to acquire items that you can’t get otherwise. In the case of the powerful bosses in the Training Center optional dungeon, these rare items are extremely profitable, though you can seemingly only fight each of these bosses twice before they’re gone for good, so no endless farming!

Otoha and Kanadeko are more “average” characters, with their main strengths stat-wise being Song Power, Stamina and, in Kanadeko’s case, Vitality. This makes them solid physical attackers, and in Kanadeko’s case, her high Vitality means that she usually acts immediately after Kyouka, allowing for some quick hits before the enemy gets started on pummelling the party. The two of them are distinguished by their Mic Skills, however; Otoha has two large area-of-effect attacks and a huge area-of-effect Special Skill, while Kanadeko has some smaller area-of-effect attacks and a single-target Special Skill, but does considerably more overall damage and also has the ability to delay enemy turns with many of her skills.

Things get even more interesting when you throw the Chain Skills into the mix. Because Chain Skills necessitate each “step” being performed by a different character, this makes each individual character’s arsenal of E Skills important to consider to give access to the widest possible variety of Chain Skills at any given moment. But then you need to consider that character acting by themselves, too, since you can’t always guarantee you’ll be able to get the turn order to line up just the way you want it in order to pull one off.

Then you have the Neptunia-esque guard break system, whereby each enemy has a “magnetic field” surrounding them that weakens to varying degrees with each hit they take, and which replenishes fully when the enemy’s turn next rolls around. When the field is broken, not only does the enemy take more damage, but certain abilities — particularly Chain Skills and Special Skills — activate a special mode called Pursuit, which extends the usual animation for the skill and does additional hits, usually for quite a bit more damage. As such, it’s in your interest to try and batter the magnetic field down as efficiently as you can with low-cost skills, then unleash the powerful Chain Skills and Special Skills when the field is already broken, since Pursuit will only activate if the field is broken at the start of the move in question.

Sound complicated? It kind of is; the game does explain each of these individual elements to you on your first playthrough, but it doesn’t really tell you how to apply them to your advantage. That part is entirely up to you to figure out, and after nearly 100 hours I think I’ve pretty much cracked it. We’ll have to see if these tactics will take me safely to the end of the game and beyond, or whether I’ll have to have a strategic rethink at some point!

Anyway, I’ve been playing the damn thing all day so I’m going to bed now.

1961: Sound Shapes

I remember first seeing Sound Shapes at a Gamescom I was covering for GamePro back when GamePro was still a thing. I found it immediately intriguing — partly because it was a game on the then-new-and-shiny Vita, but also because it looked to have some interesting ideas. Now, some several years later, thanks to a significant PlayStation Plus discounted price, I’ve finally played it. And I’ve been quite surprised by what I found.

Sound Shapes, if you’re unfamiliar, is ostensibly a platform game, but with a few peculiar twists, the first of which being that you don’t play as a “character” as such, instead this weird sort of ball thing that can switch between “sticky” and “non-sticky” states at will. When in its default sticky state, it can stick to certain walls and even ceilings; when in its non-sticky state, it moves faster and can jump further. These are the only controls you use in Sound Shapes; where the game gets interesting is in the sheer variety of ways it uses these very simple mechanics.

The “sound” part of the title comes from the fact that the game is heavily music-based. Elements of each screen you visit — no scrolling here; only old-school 8-bit style flick screens — move in time with the music, and the collectible objects in each level are “notes” that affect the soundtrack once you’ve picked them up. Indeed, when you make use of the level editor, you’re not only putting together some fiendish platforming puzzles, you’re also composing a piece of music.

And there’s a surprising amount of variety, too. Shipping with a number of different “albums” and providing plenty more to explore online, Sound Shapes sees you exploring a number of different environments according to special guest musicians and artists. The first “world”‘s art is done by Capy, for example, while the second is a collaboration between Jim Guthrie on music and Superbrothers on art. The two contrast hugely; Capy’s world is very organic and smooth, looking like it’s been drawn in flat-shaded vector graphics. Guthrie and Superbrothers’ world, meanwhile, looks very much like their well-known game Sworcery, but appears to be some sort of introspective reflection on the futility of modern everyday office life.

What I like about Sound Shapes is that it’s arty without being pretentious about it. You can treat it as a straightforward platformer if you like, or you can treat the stages as works of interactive art, where the overall multimedia experience has been crafted to put a particular image in your mind, or make you feel a particular way. Some are more successful than others, but all are satisfying and fun to play.

I’ve been really surprised at quite how good Sound Shapes is. It’s a shame I didn’t pick it up sooner, really, but I’m having fun with it now, at least; I can recommend it if you’re in the mood for some straightforward, pick-up-and-play platforming with a very distinctive, striking audio-visual aesthetic.

1939: Ah, So That’s What PlayStation Plus is For

Up until now, I’ve been a bit resistant to PlayStation Plus, the subscription service that Sony provides for its PlayStation platforms.

Don’t get me wrong, I haven’t been outright against it or anything; it’s more that I’ve never really seen the need for it in my life.

A bit of context for those less familiar with it, then: PlayStation Plus is required for you to play online multiplayer games on PlayStation 4. (It is not required to play online with PlayStation 3 and Vita.) This aspect of it I can take or leave, since I don’t play a lot of online games — Final Fantasy XIV is the only one I play with any regularity, in fact, and I play that on PC.

PlayStation Plus also allows you to upload save games to “the cloud” so that you can easily, say, transfer them between different devices or delete a game and restore your progress later on. Again, I haven’t had much need for this; the one and only time I wished I had it was when I had a downloadable review copy of Hyperdimension Neptunia: Producing Perfection on Vita, subsequently got a physical copy (because I like physical copies) and discovered that it was impossible to delete the downloadable version without also deleting its save data due to Vita’s somewhat restrictive file system. If I’d had PlayStation Plus, I would have been able to back up my save, delete the downloadable version then bring it back in to play with the physical version.

PlayStation Plus also provides you with discounts on games from the PlayStation Store each month. These are often quite significant discounts, but you do have to bear in mind that you’re paying the subscription fee each month, so you’re perhaps not saving quite as much as you think you are.

And finally, PlayStation Plus provides you with “free” games each month. I put the term “free” in quotation marks because you don’t own them in the same way as you would if you’d actually bought them outright, either in physical or downloadable form. Rather, you have unlimited access to them for as long as you continue to subscribe to PlayStation Plus; they’re effectively extended rentals, if you like.

Now, this latter aspect had been the part I’d probably been most “against”, because I like to own my games, preferably in physical format, and PlayStation Plus didn’t seem especially compatible with that mindset. What I hadn’t counted on, as I’ve discovered since I signed up for my trial period on my new PS4, was the fact that PlayStation Plus actually provides you with a risk-free means of trying out some things you’d perhaps found interesting, but didn’t really want to hand over the money for in case they weren’t all that good.

This month, for example, one of the “free” games on PS4 (and PS3 and Vita, for that matter) is a title called Race the Sun. This is an independently developed game in which you fly a low-polygon spaceship across a randomly generated low-polygon world that changes every real-time day, attempt not to crash into anything and usually fail. It starts extremely simple, almost insultingly so — I nearly put the game down a few moments after starting it because it seemed so bare-bones and simplistic — but gradually grows in depth and complexity as you complete objectives and “level up”, with new mechanics gradually unlocking as you progress through the levels. Now I’m about halfway through the unlocks and finding it an addictive little affair; the somewhat Star Fox-esque aesthetic is appealing, the music is good, the gameplay is frustrating but addictive and it has a somewhat more satisfying feel than your average mobile phone endless runner — which, let’s face it, is basically what it is, with a few extra knobs on.

Would I have spent money on Race the Sun? Well, I certainly wrote about it a bit when I was still working at USgamer, as I thought it looked interesting. It had never quite looked interesting enough for me to actually want to hand over the cash for it, though, and as such it initially passed me by, though I still contemplated it every time I saw it in a Steam sale.

Here’s the power of PlayStation Plus, then; it allows me to investigate these games that I’ve found interesting but, for one reason or another, never bought my own copy of. There’s no risk in me doing this, and I get a decent selection to choose from each month. It’s more effective than a demo because you get the whole game. And it’s less morally questionable than piracy because you’re still paying for the game and the devs are getting a cut — it’s just getting to them via different means.

And if I end up actually really liking something I’ve got through PlayStation Plus? There’s nothing stopping me actually buying a copy to keep permanently in my collection even if I let my subscription lapse.

So okay, I admit it; I should have probably checked PlayStation Plus out sooner. But better late than never, huh?

1936: Modern Old-School

One of the games I’ve been playing a bunch on my shiny new PlayStation 4 is Resogun, a game that I was previously moderately excited about, and which, prior to Omega Quintet (and, arguably, Final Fantasy Type-0, which I’m interested to try at some point in the near future) was a game I often cited as the only (then-current) reason that I’d be interested in a PlayStation 4.

But it wasn’t enough by itself to make me want to buy one. For a new platform to be truly compelling for me, there needs to be some long-form games that I’m interested in, whereas Resogun is an arcade game, intended to be enjoyed in relatively short bursts. This isn’t a criticism of it, mind, but I’d have had a tough time justifying a PlayStation 4 purchase to myself purely on the strength of what is, essentially, next-gen Defender.

But oh, what a game Resogun actually is! I’m still skeptical of whether I’d have found it worth buying a PS4 for by itself — although in retrospect, I bought an Xbox 360 primarily because of Geometry Wars, which is even more simplistic than Resogun — but I’m absolutely in love with it, because it represents a true fusion between classic old-school arcade-style gameplay and modern presentation.

At its core, as previously noted, Resogun is similar to the classic arcade game Defender. You fly a little ship that can move and fire left and right at will. Like Defender, the game unfolds on a scrolling, wrapping stage, though here it’s represented as a cylinder that you fly around the outer surface of. Like Defender, your job is to save little green humans from being abducted by invading alien flying saucers. Unlike Defender, there’s significantly more to it than that.

For starters, the humans are held in captivity before you can rescue them. In order to do so, you need to destroy “Keepers” — special enemies that show up every so often with a green glow surrounding them. You’ll get an audible announcement when some Keepers show up, but not a visual indicator showing where they are if they’re around the other side of the level, so you’ll need to find and destroy them quickly to save the human in question, because if you miss any of them — or, in some cases, destroy them in the wrong order — the human will immediately die. Succeed, however, and the human will pop out of his little prison box and start running around on the ground, at which point he becomes vulnerable to being abducted, falling into holes, drowning and being splattered by unpleasant things. He also becomes available to be picked up by your ship and transported to one of the rescue pods at the top of the level.

To complete a level, you need to proceed through three “phases”. Each phase requires you to destroy a certain amount of enemies represented by a bar filling up at the bottom of the screen. When you complete a phase, you get a brief “time out” where you can still move and fire, but you’re invincible and the enemies move in slow-motion. This allows you a moment to compose yourself and get yourself into an advantageous position before proceeding. The end of the third phase, however, jumps directly into a boss battle, with bosses taking the form of various peculiar geometric shapes that warp and twist before your very eyes as you shoot chunks off them and chip away at their energy bar. When the boss is dead, the whole level explodes and you move on to the next one. Repeat for five levels, beat game.

Except that’s not all that there is to Resogun — at least not with the excellent DLC packages that have been released since it originally came out. Between these two packages (available as a bundle or individually) there are several new modes, including Survival, which places you on a single level and tasks you with surviving through a series of increasingly difficult days, acquiring power-ups by picking up humans; Protector, which requires you to deliver humans to cities to rebuild them and subsequently defend them from giant alien flying saucers; Commando, which casts you as a human attempting to protect his house from falling meteors in scenes somewhat reminiscent of Missile Command for a new generation; and Challenge, which gives you a series of unconventional ways to play the game and tasks you with completing some generally pretty fiendish objectives.

Resogun is unabashedly a score-attack game, and consequently it naturally comes with online support, allowing you to compare your scores both to your friends and the rest of the world’s players. You can also filter these scores by time, allowing you to challenge friends each week or month to see who is truly the best (this week/month), and scores are tracked completely independently for each mode and difficulty setting.

Combine this with a robust ship editor, allowing you to create your own custom ships using the 3D “voxel” pixels from which the entire game is built (and which it is very fond of exploding things into at a moment’s notice) and the ability to share said creations online and you have a remarkably “complete”-feeling package that, now I’ve spent some time with it, I’m pretty confident in recommending as an essential purchase for anyone with a PlayStation 4. (Assuming you like shooting things and watching numbers go up. And who doesn’t like shooting things and watching numbers go up?)

So yeah. Buy Resogun. You won’t regret it.

1927: Sharing Greatness

Spent a bit more time with my new toy the PlayStation 4 today. It is a lovely piece of kit, and the OS is a considerable refinement from the nice-looking but occasionally clunky XMB OS from the PlayStation 3. Social features are well integrated without being obtrusive, the use of Vita and mobile devices for second screen, touchpad and keyboards is a stroke of genius and the whole thing seems to work really well.

One thing I’m interested to play with a bit once I get some meaty games to get my teeth into — the first of which, Omega Quintet, is arriving tomorrow — is the various uses of the “Share” button. When this was first announced, I kind of thought it was stupid, but the idea has grown on me quite a bit, particularly when I consider how often I’ve shared screenshots from the Vita using its built-in screenshot function and its Twitter app.

For the uninitiated, the Share button on the PS4 controller offers a few different functions. You can use it to take screenshots — and screenshots are also automatically taken when you unlock a Trophy, which is nice, particularly for difficult ones — and then share them via various social media means. You can also record video and either directly upload it or throw it into the ShareFactory app and edit it a bit. And you can also stream gameplay, either with or without commentary from you on the microphone, and with or without your channel’s chat being visible while you play. (If you choose the latter option, you have to play your game with a slightly scaled down display to accommodate the extra interface elements.)

I’m still somewhat skeptical of the appeal of streaming — particularly as it’s not at all easy to convince people to come and watch you — but I’m already starting to come around to the idea a little. Today, for example, while I was waiting for something to download, I took a look at the available streams from the PS4 dashboard and managed to find a number of people playing the new Hyperdimension Neptunia game that just came out in Japan. (It looks wonderful, and I can’t wait to play the inevitable localisation.) Then I took a look at Destiny and Bloodborne to confirm they were quite as unappealing to me as I thought they were. (They were.)

While I have no particular ambition to become a big streamer or YouTube star, it is quite fun to make videos and have people watch you play, and with PS4 it’s really easy to do so. More excitingly, some former colleagues and I came up with the bright idea that because streaming allows you to broadcast party chat as well as gameplay footage and your own microphone, it opens up the interesting possibility of group discussions of a game while someone is playing it live. Sort of like what podcasts based around a specific game do, but with someone actually demonstrating the game — or perhaps exploring it for the first time — live on video while everyone talks.

It’s an exciting possibility, and I’m interested to see if we develop anything along those lines. If nothing else, though, the built-in streaming facility allows me to show the games that I’m most enjoying to people who might not otherwise think to even take a look at them. And that, I think, is one of its most powerful, appealing features; you can talk about a game all you like, but until you actually see it being played, it’s very difficult to determine whether or not it’ll be something you’re into. With streaming, you can effectively show your favourite games to other people as if you’d taken the disc around to their house and booted it up on their system. It’s an increasingly important part of how certain games, developers and publishers build up a fan base. And I’m interested to explore it.

1895: More Noire

Been playing some more Hyperdevotion Noire today, so I make no apologies for spending another post talking about it.

I am enjoying it a whole lot so far, and although I’m still relatively early on in the game, the interesting mission and map design is starting to shine through as the game adds more and more map gimmicks and mechanics to take into account while playing.

Of the last few missions, I’ve played, for example, one saw my party of four (Noire, Neptune, Vert and Blanc) fighting against the emphatically-not-Chun-Li-oh-wait-she-clearly-is “road pugilist” Lee-Fi. She was on the far side of a large arena whose walls were electrified, which means that knockback attacks had a use beyond simply getting enemies away from you. Some of the floor was electrified, too, necessitating careful route planning and an understanding of the game’s “orientation” system, whereby the direction a character is facing when they start moving (you can change it freely) determines the initial direction they move if the target space is not in a straight line from their current position.

This was followed up by a fight against the emphatically-not-Solid-Snake-with-tits-oh-wait-she-clearly-is superspy Lid, whose battlefield was riddled with booby-traps, necessitating, again, careful navigation while fending off her supporting units. Two strips of the battlefield are also covered by large, heavy damage-dealing cannons, too, though once you notice that they can only fire in a straight line immediately in front of them it’s easy enough to avoid them.

This was then followed by a battle against the Agarest-inspired character Resta, who was on the other side of a huge chasm, the only means of traversing which was a rickety railway carriage that could only hold three of your four party members at once. Resta also has an absolutely devastating super-move which obliterated my party in a single turn by dropping giant explosive bunches of bananas on their heads, so after my second “Game Over” of the game (the first being not paying attention to the cannons in Lid’s stage) I realised that it was essential to take her down in a single turn and not get distracted by her supporting units, since the mission objective was simply to defeat her, not everything on the map.

Thus far the game has put up a reasonably stiff challenge. The first couple of missions are deceptively simple, but beginning with the Lee-Fi fight, things have been getting noticeably more difficult — and a little more gradually than most Neptunia games, which are somewhat notorious for inconsistent difficulty spikes throughout most of the experience, then becoming ridiculously easy once you pass a particular level threshold. The difficulty hasn’t been insurmountable, though, and the new mechanics have been introduced gradually enough that I haven’t felt as overwhelmed as I have done in similar games like Advance Wars and Fire Emblem, where I often can’t work out why my strategy failed when it inevitably does. Here, failure seems to generally be the result of not paying enough attention — and given that you can examine all the units on both sides of the battle before you start fighting, there’s really no excuse for the mistakes I have made up until this point; I’ve certainly learned to carefully survey the battlefield before charging in now!

I’ve always quite liked tactics games and even finished Final Fantasy Tactics way back in the day, but Hyperdevotion Noire is the first one I feel like I’m understanding a little better. It’s designed well, plays well, looks great and features probably my favourite cast of characters in gaming. What’s not to like?